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Ashe Mission 2 - The Basilisk's Venom

A new thieves guild in town is testing out a paralyzing agent. Jaron wants to find an antivenin to make sure no one gets hurt. What were the Adherents of Iron doing in town recently? What dark secrets does the forest hold?
The players can either look for the Pluvia Lichen that grows on the Fungus Furred Ash Ferret or face off against the deadly basilisk. If the players choose the Basilisk then they must head to Brantifex Keep, an old castle that sits deep in the forest. There a small group of WereRavens live and use the Basilisk to silence interlopers or anyone who threatens them. The Basilisk itself is chained in a room with it's head positioned to face one wall. the Wereravens place their enemies there to turn them to stone. On the way to this Keep they will be entering the territory of the Manticore King. He may question or threaten them.
If they choose to find the ferret they must enter into the area of one of the Green Hags. She will speak with them and begin to judge whether they are worthy of her gifts. She may also test them with combat using Bane hounds. Kormirra Thela will be their first test and contact with the coven known as the Eyes of the forest. [DM Note: most of these forest leaders are looking for the  Antikythera Device, a mythical device said to be hidden somewhere in the region.  All of them think this will be the key to tipping the balance of power in their direction.]
Things to do:
  • Attack by thieves guild using paralyzing agents
  • Corrupt guards may be paid off to allow the thieves to attack the party
  • Wess will have to question some people in town for information on the location of Brantifex Keep
  • They can ask around about Pluvia Lichen and the Fungus Furred Ash Ferret.
  • Gear up for traveling in the woods
  • First night camping and random monster encounter
  • second night a visit from either the Manticore King or Kormirra Thela
  • Use survival and nature checks to not get lost.
  • Face off against either the Wereravens or Giant Ashfarron spiders.

Plot points/Scenes

The town of Ashe is a group of huddled buildings and docks that sits on the shoreline of the River of Daggers. Beyond it to the West you see a wall of old growth trees. Massive conifers with wide bases surrounded by gnarled oak trees and dotted with white birch and ash. Thick brush, wide ferns, and tall grasses intermingle underneath to make it look like a forbidding structure not fit for a biped. In fact the forest is run through with man made and natural trails that allow skilled hunters and trappers to navigate the forest once they learn it's secrets.
The Eigerlands and the Ashen forest brings to mind the feel of the forests of central Europe. Dense woods that fill in valleys in between solitary mountains and rolling hills. In the morning the forest is blanketed with a thick mist created by the warm air within interacting with the cold night sky. This mist returns at sunset each day.
Travelers who stay in the Ashen forest after dark are either very brave or not long for this world. Entering the forest brings a rush of sensory data, a humid and cool air hold the scents of sage, pine and peat. You hear a symphony of bird calls and insect vibrations. Small gliding mammals jump from tree to tree looking for rich fruits or a flowering tree dripping with nectar. Every once in a while you can hear the heavy footfalls of an elk or the quick darting of a spooked deer. A low growl from a predator will often raise the hairs on the back of your neck.
The town of Ashe is situated here because it serves the needs of the many hunters who venture into this forest. The shops in town will buy exotic animal or monster parts for good coin. These parts and strange substances are used all over the continent for spell components or magically infused items or potions.
Exotic and common game put food on the table for the wealthy elite of Westinox and Helletowne but also the regular folk who live in the surrounding area. Most importantly to the people who have come to live here the town of Ashe is free of Lords, Great Houses, and national politics. Most everyone in town want to keep it that way. This also makes the area popular with those who have a price on their heads or have a much darker past they are trying to escape.|
Wess and Jaron
Wess you have lived in Ashe now for over two years. You and Jaron run the Artificer shop in the middle of town and you both have apartments that are built into the building. Early on you worked as an assistant to Jaron but over the last year you have begun to branch out and go on runs with some of the local hunters who work in the forest. Office life was never for you and you would often go exploring in the woods sometimes getting yourself into trouble. Rather than risk you getting eaten by a Dire wolf Jaron made arrangements for you to go with guides as an apprentice hunter. Your skill with a bow quickly outpaced most of them but their experience in woodcraft and tracking kept you humble.

Themes

What we actually Did


Wess and Bichromius awoke the morning after saving Jaron's life from the Adherents of Iron.  After a brief talk with Jaron and some new trick arrows, Wess headed up to the Constellation to get some breakfast and check on Bichromius who had rented a room there.  While they grabbed a bite and shared some stories over some drinks they watched as some strange newcomers came into town.  
The Tiefling man known as Archememnon disembarked from his boat.  He headed up to the Constellation to find a place to stay.  After marveling at the brilliant illusions that mimicked the night sky he asked the owner if she knew who had done the enchanting.  As he waited He brought out his book and began to read.  
The strange Tortle woman known as Truffle walked the shoreline of the river until she encountered Ashe.  After some brief interactions with stunned townsfolk she made her way to the Constellation and sat at the bar.  After some introductions and ales the four stranger began a clumsy conversation. 
During this Wess noticed a couple of the Spineback Guard having a secret meeting with some newcomers to town.  He took them some cheap ale garnished with his own phlegm and offered it to the group to try catch some of their conversation, but to no avail.  They shooed him away and went on with their conversation.  After awhile the four of them scanned the room and settled on Archememnon, the tieflling man.  Hearing that he was low on funds they offered him a job.  Come test some weapons with us and we will pay you a good sum.  Meet us behind the stables and we will make it worth your while.  
As the two guards left the building Wess and Bichromius took the Tiefling aside and warned him not to trust them.  Needing the money the tiefling asked if maybe the two of them could watch his back in case of trouble.  The Tortle woman Truffle offered to accompany him with her pet pig squee.  
With the plan set the four set off for the stables.  As Archememnon walked in he was expertly slashed with a tainted knife carrying a paralyzing agent.  He hit the ground hard as his muscles seized up and he could no longer move.  As the thieves moved to do the same to truffle they found her shell hard to crack.  With that Wess and Bichromius watching from a nearby tree moved into action.  Wess used his arrows to cover Bichromius as the dragon born monk charged the two Spineback guards who were making sure no one interfered.  Combat was swift and brutal with the four new companions coming out on top.  With the leader of these thieves tied up with a Bola arrow shot and just one guard left they heard a shout from the Commander of the Spinebacks, Helvedere Dross.  He ordered the las guard, Hong, to stand down and put him under arrest.  He left the fate of the thief leader in the hands of the four companions.   The man Madog, was allowed to live and was placed in Spineback custody for trial. 
That night over a good meal of Elk steak and wine, Jaron asked the group to venture into the forest to find materials to make an antivenin for that paralyzing poison.  The four could either try to find a Fungus Furred Ash Ferret or some Basilisk blood.  They decided on the Ash ferret and put together a plan to capture one.  Wess went to the docks and bartered with a lobster trapper for the trap.  Truffle went to the stables and used her druidic knowledge to create a bait package complete with grain, berries, and molasses.  With their gear packed up the four entered the forest in the morning. Following Wess, the ranger, they were able to make good time and stay safe on the confusing trails that wind through the forest.  They used Squee to sniff out the ferret and the smart little pig took off into the forest at high speed!
Struggling to follow Truffle went on ahead to keep on the little pig's trail.  Wess, Bichromius and Archos were beset by a strange group of warriors.  The tiny deadrose Knight swung in a vine to impale the group with his sword.  He missed though and he ordered his warriors to attack.  An armored hedgehog, a tiny monkey, a mouse, and a flying squirrel surrounded the group and demanded their surrender.  The three swore fealty to the Deadrose Knight and his order of the green rose that day.  They asked their liege lord leave to find the ferret and complete their mission.  He allowed it and told them to take Vladimir the mouse as their guide and commander for the rest of the mission.  
Truffle found squee and the ferret near large moss covered tree.  She brought out her bait pack and went into her shell to coax it close.  She waited and eventually the ferret neared.  He sniffed and slowly edged closer, as he nibbled the bait she cast entangle spooking the small creature.  It moved fast and dodged the winding vines that sprung up, escaping once more.  
As the others caught up to her under the watchful eyes of Vladimir they decided to set the trap with the bait and just wait.  As they waited though they noticed Ravens watching them with dark eyes.  Unsure of what to do they turned to Vladimir who announced firmly that they were evil birds that must be destwoyed! The birds were Wereravens who attacked brutally from above wounding Archos and blinding him.  A pitched battle was had and the team was victorious.  Truffle and Wess worked together to attach a grapple arrow to one dragging the line behind a tree and yanking the raven down so that Truffle could beat it to death with her enchanted staff. 
As they checked the trap after the battle they noticed the ferret was caught! With the Pluvia Lichen from the ferret's back in hand the team was unsure they could get out of the forest before nightfall.  Vladimir offered to show them safe passage that would get them out of the forest in time.  They thanked the little mouse and he reminded them that they were in his service....

Structure

Exposition

  • People in town - 
    Gilly Travinloss - Halfling woman who works at the Sawmill. She has curly blonde hair and wears brown overalls.
  • Ulah Bearpaw - Firbolg woman who works at the Tannery. Light purple fur and long droopy ears. yellow eyes.
  • Zinjah Sheeth - Drow woman who works at the brewery. She has pale blue skin and silver hair cut short, glasses.
  • Corvo Multar - Dwarven man with Red hair and a big scar down his face. Informant type, often seen at taverns.
  • Inigo Petrovich - A human man, one of the hunters who helps feed the town. Dark Hair, muscular, tall.
  • Wrench - An elderly Ogre man with one leg. He is a fixture of the town and very wise. He gets around in a wheelchair.
  • SPINE BACK GUARD - Archan Hong - asian looking man with dark leather studded armor.
  • SPINEBACK GUARD - Van Dryleaf, a green elven man with bright green fur and a dyed purple mohawk.
  • SPINEBACK GUARD - Theodosia Seven, dark skinned human woman with long black curly hair, and many daggers.
Completion Date
4/15/22
Plot type
Second level one shot
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